The game takes place in the world of Auron (from Latin aurus - "gold"). The sky is mostly represented by a haze of warm colors, which sometimes glistens like glitter; there are no stars. A small but bright sun revolves around Auron. The role of the moon is played by various debris from colliding space bodies and giant sculptures at a distance from Auron, which sometimes float by. Beyond the glitter is the area of Endless Darkness, a lifeless, cold space where demons and other unpleasant creatures are believed to dwell.
Auron
The souls of deceased creatures usually enter the circle of rebirth on Auron itself, or travel through the Endless Darkness in search of a new world. Unburied souls and the souls of primitive beings (if they did not evolve during their lifetime) decay into their original soul energy. This energy can be absorbed by entities or used to create new beings. For example, the Ancient Forest, which itself is a huge creature and soul-entity, can create the life it needs—Forest Guardians, Essences, or Giant Wasps—or simply “add bees” if there are not enough of them.
Due to the complex trajectory of the luminary, the days on Auron always have different durations, and the seasons are chaotic (winter/summer), but less pronounced than on Earth. There is no calendar. There is not and never has been a planetary rhythm, and this is reflected in the biology of flora and fauna. A mother may carry a child for 4 months, or she may carry a child for 3 years. The inhabitants only understand the categories of little time and a lot of time.
Instead of "years," it is common to say "winters", as surviving a winter is an accomplishment by Myrd's standards.
Other physical and climatic phenomena like rain, cloud formation, tectonic activity, etc., are present, though they don't work quite as they do on Earth. Days, seasons, and weather patterns are unpredictable and vary significantly due to the chaotic movement of the sun.
In addition to the physical world (or worlds), Auron is also represented by the "subtle" world, a kind of astral plane. It is an inaccurate, distorted copy of the physical world, where all sorts of immaterial beings reside: bodiless demons, ghosts, the undead, good and evil entities, and more.
Various kinds of magic-sensitive creatures can interact with the subtle world and receive information from it (e.g., clairvoyance or divination). In some cases, the subtle world can break through to the physical world, such as in the form of ghosts.
Subtleworld
The most significant event in Auron's recent history is the "Moonfall," which occurred a decade prior to the game's events. The world bore witness to a cataclysm of catastrophic earthquakes and floods. Suddenly, the sun vanished behind the far side of Auron, plunging the world into what appeared to be endless night. The sun reappeared but became stationary, immediately concealed by one of Auron's moons, Goragox. The sky over Auron turned a deep crimson.
Moon
Throughout the world, people witness an eclipse and an enigmatic figure high in the sky, later to be named the Angel. The Angel, silent and motionless, gazes upon Auron for a time. Then, a rain of blood descends to the earth, and the Angel vanishes without a trace. Amidst cries of horror, the moon Goragox detaches from its orbit and hurtles toward Auron.
Moonfall
Goragox crashes into the ocean, the sun resumes its motion, and survivors emerge from their hiding places. The Great Turmoil begins, plunging the world into chaos—a never-ending cycle of bloodshed, wars, violence, and uprisings. Once-mighty empires and eternal kingdoms fall, national borders blur, and long-banished creatures from the underground depths and ancient forests return to haunt the world. Nowhere is safe.
Sacred are beings (not just humans) who have been infused with Angel blood, or as it is called, Sacra. Sacreds cannot die permanently and are reborn each time they die, appearing as they did on the day of the Fall of the Moon. However, they lose the memories of their previous lives.
Sacreds usually resurrect in places of terrible tragedies, catastrophes, mass executions, and burials. They can be "attached" to the same location for multiple lifetimes, as if guided by some plan. This phenomenon is called Attachment or Bound.
All Sacreds have a clear sense of impending death or danger. They experience visions of their forthcoming deaths and gain insight into how to avoid them.
The blood of the Sacreds, known as Sacra, possesses amazing properties. Outside the body, it quickly crystallizes, turning into a gem-like substance called Blood Tears. Blood Tears can store some of the power and memories of all Sacreds, which is why Sacreds hunt for them (Sacra Hunt). A Sacred who finds a Blood Tear from a past incarnation can use it to restore some of their lost memories. Alien Blood Tears can hold such immense power that their powder can alter the properties of objects, granting them unique abilities. By touching a Blood Tear belonging to a mage, a non-mage can temporarily gain some of the mage's skills and powers.
Crystallized blood
If a Sacred lives long enough, they gain the ability to sense freshly spilled blood from other Sacreds.
If the blood of different Sacreds is mixed together, instead of forming a Blood Tear, a Sacra Tree will grow. This is a strange shrub with sharp branches made of crystallized blood. Places where Sacra Trees have grown, either intentionally or accidentally, are known as Sanctuaries or Shrines.
Sacra trees
The Great Sea is the ocean that separates the continents of Aurona. Rumors persist that one can reach its edge, beyond which there is nothing.
The central continent of Myrd is characterized by numerous divided principalities, city-states, and wastelands, emerging from the remnants of an ancient empire that once covered a significant part of the continent. The events of the game take place ten generations after the Fall of the Moon and the collapse of the Great Empire.
The Forgotten Empire, or Myrd Great Empire, was an ancient state that once occupied a vast portion of the continent. Despite its harsh laws, wars with other powerful states, and the now-cursed religious cult of the Schism, life during the Empire was more progressive than in the subsequent feudal fragmentation. Residents of Myrd often romanticize the Empire's times and dream of its restoration. The Forgotten Empire worshipped the Schism, a mysterious underground realm, and constructed underground complexes where priest-diggers sought to reach this world.
Orbane: Once home to the central cities of the Myrd Empire and its capital, Skeer, this region has become an almost impassable marsh due to the Moonfall and flooding. It has gained a notorious reputation, even deterring treasure hunters of the Forgotten Empire.
Grimlarn: A backward region on the West Coast of Myrd, separated from the former Empire by impenetrable forests and swamps. It is an unfavorable place to live, even by modern Myrd standards, and serves as the main setting for the first game.
Malmlow (Butcher's Valley): This central region is considered prosperous and happy, with green valleys and hills that once sustained the majority of Myrd’s population. After the Empire's collapse, many wealthy aristocrats relocated here.
Balheim: The most famous mine in the eastern mountain range of Myrd, where prisoners have extracted iron and coal since the Forgotten Empire's era. The city, prison, and mine are located deep underground, in a vast cave, and are seen as an extremely unfortunate place for those trapped there. It supplies metal and coal to much of the modern world in exchange for endless resources and slave labor.
Mergull: A desolate tundra in northern Myrd, known for its harsh survival conditions and unpredictable weather. Its tough inhabitants—barbarians and savages—resisted even the Forgotten Empire's conquests.
Dakka: A small salt flat desert in southern Myrd, formed in the nearly dried-up red salt sea. It is sparsely populated, home to salt miners and a few strange tribes.
Roog: Dense forests that encircle the southern, eastern, and western regions of Myrd like a crescent moon. They are inhabited by outcasts, bandits, and other misfits. Once, an ancient forest covered the entire continent, requiring the Empires of Myrd to expend vast resources to combat it and its inhabitants.
Dalda-Dedad: An inaccessible ancient stronghold of unknown origin located in the mountains on the southern coast of Myrd. It serves as a base for the remaining adepts of the Black Branch.
Dedal-Decada: The destroyed stronghold of the Scarlet Branch, situated on the eastern cape of Myrd.
Brianeboor: A large trading city and transport hub in southern Myrd, where many goods flow in from the sea.
Kudjane: The southern region of Myrd, inhabited by the Kudja people. Previously a settlement for war prisoners from the ancient state of Kro, the Kudja have since lost their connections with their masters and declared their independence after the Empire's fall.
The Maiden Belt is a cluster of islands located off the shores of Myrd, surrounded by warm currents. Once considered an ideal place for a free life, it is now challenging to access.
Uria: Comprises two neighboring states, Aa'Ksum and Sha'Shiil, ruled by blood relatives whose understanding of progress lies in a constant struggle against each other.
Skopfh: A major center of culture, maritime trade, and slavery, characterized by wild and free morals among its inhabitants.
The Great Plain (Grande Plaine): Vast territories inhabited by underdeveloped peoples who have fallen victim to slavery from all three continents.
Ryo: A backward and peace-loving state of fishermen and religious fanatics.
The southern continent of Frek is mentioned as the homeland of the black-skinned people of Kro, sworn enemies of the Forgotten Empire. Little is known about them now, but it seems their state also fell after the Fall of the Moon.
Onalphoe: A small village by the swamp of the same name. An unpleasant place where people often go missing.
Lof-Blaid: A medium-sized town located just beyond the marshes of Onlahoya.
Port-Abaddon: The most useless port of the Empire, as there is nothing to the west. Now in ruins, the harbor and pier are filled with fallen trees. Occasionally, local fishermen or smugglers can be encountered here.
Banfoot: An unpleasant town in the east of Grimlarn, known as a center for crime, human trafficking, and mercenarism.
Enfitilia: A small principality with an old, dilapidated castle that once belonged to the aristocrats of the Empire. Now referred to as "The Kingdom of Fools," it was created by the aristocracy of Malmlow for their amusement.
Kilkil: A chaotic settlement of escaped slaves situated on the site of a former mine.
Askra: A city built on a temple complex and necropolis, rumored to have an entrance to the Schism. The bad reputation hardly affects the locals, who are known to be kind and honest. However, troubling reports are surfacing about an army of the dead gathering there.
Pomerglist: A city by the river that is considered repulsive even by the standards of Grimlarn, populated entirely by wild religious fanatics.
Straban: A mountain kingdom in the north of Grimlarn, characterized by barren lands that no one else claims.
Straid: A small salt lake with red and black sand, along with a town of the same name. After the Empire's collapse, salt here is only harvested by the locals.
Scarcva: A beautiful valley by the river, a powerful principality where both men and women fight equally in the retinue.
Timor/Teemore: A small principality renowned for its blacksmithing craft and its constant efforts to remain neutral in the feudal disputes.
Razarh: A fortress-city on the border with the mountain pass Dragon Ridge, leading to Orbein and Malmlou. Its high walls provide a sense of security, and people still wish to live here.
The inhabitants of Mirda are remnants of the Forgotten Empire, showcasing a blend of numerous nations. A typical resident can be described by the following features:
Harsh barbarians residing in the territory of Mergull. They are characterized by:
Distinguished by a wide array of skin and hair colors, including shades of red, yellow, and even blue.
Three Branches of Mird:
Black Branch Adepts
Many wizards resisted serving the Empire, leading to conflict and distrust even post-Empire.
Magical artifacts/enchanted items are objects or parts of objects that contain a fragment of magic and can alter certain processes around them. Wizards usually use these items as tools to assist them.
Bears, wolves, birds, dogs, etc., familiar to us, but a bit harsher and more aggressive.
Terrifying and dangerous creatures that called the Ancient Forest home until it was mostly destroyed by the Forgotten Empire:
Creatures of the Ancient Forest, including:
Possessed people and animals
These beings are extremely aggressive toward humans, who are seen as the culprits of the forest's degeneration. They guard sacred areas and hunt down anyone who disturbs the peace.
Funh: A mysterious monster, unknown even to the inhabitants of the Ancient Forest. Funh is insatiable and driven only by hunger. It was once bound by magical chains and powerful runes, but it proved too strong to be contained.
Mother Miolaina: An ancient monster that fled from the ocean to escape being prey. Over centuries, she grew enormous and now dwells in a swamp, surrounded by parasites and the bones of her victims. Forest dwellers worship her as a deity, offering meat to prevent her from hunting them.
Unwelcome guests of Aurona, demons are intruders from other worlds who have not yet adapted to the nature or intelligent communities of this realm.
Demon-Soldiers/Demolders:
In the Empire's last decades, sorcerers created the demolders to replenish its armies. Short in stature but incredibly strong and resilient, they were nearly immune to magic. They revered the Emperor as a god and fought with unmatched fearlessness, but their need for human flesh was their ultimate downfall. After the Empire’s collapse, many demolders fled to the Ancient Forest to find a new home.
Midnighters:
Mysterious and rare predators, often dismissed as legends. They hunt only during the darkest part of the night, are almost invisible, and possess incredible speed and strength. Descriptions of midnighters vary, with some portraying them as masses of tentacles, while others claim they bear features of women, having adapted to mimic their most dangerous prey.
Bonraki/Bonerack:
The Bonraki are an ancient people of Yuri. Their bodies resemble interwoven bones or branches, and they are covered with chaotic "eyes." They have no human-like internal organs and are very difficult to kill. Little is known about their society, as they leave no witnesses and show no mercy to intruders.
Necroverms (Undead):
Necro-worms from neighboring worlds are capable of infecting dead or dying bodies, using them as exoskeletons. As the body decomposes, the worm grows larger to maintain control. Necroverms are intelligent enough to use weapons and tools. To kill one, the worm itself must be destroyed, often with fire.
Schizomorphs:
Strange beings from the Schism, often characterized by radial symmetry and bizarre forms.
"Empty" entities that lack intelligence and are manifestations of elemental power, such as nature spirits. They arise spontaneously from the faith of their followers.
Disturbing creatures of unknown origin, resembling humans from a distance. Their bodies are soft, weightless, and deformed, lacking faces or sexual characteristics. Faceless beings often cause trouble, make disastrous deals, or torment their victims. Under certain conditions, they can become heavy and fragile, allowing them to be harmed.
Echoes of the souls of the deceased who have not found peace. Usually harmless, though the spirits of the sacred ones can pose a danger shortly after their death.